My thought experiment is you could store the number of crafting items you have in respective variables for each, and you should be able to simulate it all from there. The only trouble is making sure the info is available to the player easily, since I'm assuming you can't add menu options.

My thought experiment is you could store the number of crafting items you have in respective variables for each, and you should be able to simulate it all from there. The only trouble is making sure the info is available to the player easily, since I'm assuming you can't add menu options.

Well and unfortunately variables only hold values you can't set a variable to a variable.

Can you make your own Status Ailments? If not, what existing states are there?

I do not have it in front of me right now, but from what I remember seeing, you have all the usual suspects...poison, sleep, confusion, petrify, paralysis...maybe one or two more I am forgetting. All wear off over time aside from paralysis.

On an unrelated note, I think it is odd that the game allows you to set/use variables for enemy damage.

I'm really liking how easily you can use variables to decide the power of abilities, items, weapons, and even enemies. You can easily make things you can "upgrade" by using events. I just finished making an optional boss that starts out really weak, but gets more powerful and gives more EXP every time you defeat it.

Another interesting idea is healing items that can be upgraded, instead of making a lot of different ones. That would especially help save some item space, if you only have one item for restoring HP and one for restoring MP instead of having three or more different items for both.

Another interesting idea is healing items that can be upgraded, instead of making a lot of different ones. That would especially help save some item space, if you only have one item for restoring HP and one for restoring MP instead of having three or more different items for both.

Well, if you can use variables for Item Formulas, then couldn't you create an event that allowed you to do something that would increase a Variable that affects the Healing amount of your Items?

Well, if you can use variables for Item Formulas, then couldn't you create an event that allowed you to do something that would increase a Variable that affects the Healing amount of your Items?

Or are we talking about totally different variables here?

That's pretty much what I'm talking about, actually.

Like, you could have an alchemist (event) in a town, who will increase the power of your healing potions (increasing the healing variable) for some amount of gold.

That seems like a better option than making a "super" healing potion and "ultimate" healing potion in addition to the normal one. You'd be able to save two item spaces, which can be important with a limit of 64 items.

Like, you could have an alchemist (event) in a town, who will increase the power of your healing potions (increasing the healing variable) for some amount of gold.

That seems like a better option than making a "super" healing potion and "ultimate" healing potion in addition to the normal one. You'd be able to save two item spaces, which can be important with a limit of 64 items.

Ah, alright. The way you worded it made it seem like there wasn't a way to do it. But anways, RM FES sounds fairly powerful, almost on par with the PC Makers, even though there are a multitude of retarded restrictions like a small database restriction and the lack of a graphics / music creator. If that one WarioWare DIY Game can pull that off, this game has no excuses.

I might just be dumb, but why am I unable to find any type of go to, or take over event or event end condition? The closest thing I can find is the ability to set a page to activate via a switch or variable.

I know there has to be something, though, because as I was clicking around, I saw something that allowed you to specify an event and possible even a line of scripting within said event. But now I have no clue how to get to it any more.

I might just be dumb, but why am I unable to find any type of go to, or take over event or event end condition? The closest thing I can find is the ability to set a page to activate via a switch or variable.

I know there has to be something, though, because as I was clicking around, I saw something that allowed you to specify an event and possible even a line of scripting within said event. But now I have no clue how to get to it any more.

Take Over seems to be "Event continue", which is at the bottom of the "Move control" event list. Have to say, it does feel out-of-place there.

---

Also, I was just playing around with an instant level up event and found another thing.

Once a character has reached level 50, the EXP requirements after that do not increase anymore. Here's the amounts for each growth setting after level 50:

Interested in getting this. Good friend of mine of 8 years got it. Said it's mostly like a lite version of a modern PC Maker but has some mechanical similarities to the console stuff the way certain database functions are handled.

I like the fact other 3DS owners can download a free app so that you can send your games for them to play even if they don't have FES. Makes me wanna get it just to make a cute, short game.

I have decided to make a VERY short game using the Fantasy set. It's purpose is to set the stage for my games to come. Shouldn't take me long to make. I'm rather excited: I came up with the idea in the shower this morning.

Location: Reality is that which, when you stop believing in it, doesn't go away.

Posts: 13,207

Re: RPG Maker FES General Information

I finally got my 3DS to acknowledge the existence of SD cards this morning and got to poke around a little bit. They really don't bother giving any kind of tutorial or explanation. Or am I missing it? I'm going to try recreating the first area of Gobli just to get the hang of things.

I don't know how many people will successfully make games for this, but I sure wouldn't mind if there were a way to record those games, without having to put a camera on my 3DS screen or spend an extravagent amount of money on a capture card for the older-model 3DS. Would the game files be transferrable to a PC? Maybe if I'm lucky, the player will get emulated.

__________________"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

-For the life of me, I am unable to stop an auto-event from running, aside from transitioning to another event. I hope event data does not use a lot of memory, because I might be using a bunch of these. Switching to another page does not seem to work either. At the end of the event on a different page, it starts running the auto-event again. Tried to switch it off using switches, but after spending a few hours trying many, many combinations, it does not seem to work.

-There is seemingly no way to make a branching path based on variables. You can activate pages based on switches, which might be the only way to implement something based on earlier choices. Dunno if there is a page or memory limit per event.

Edit: You can use variables as page conditions, just not as a way to branch a path directly.

On the plus side, there IS a command for displaying up to two variable values on the screen, and there is a chance branch, which might replace the convoluted pseudo-random number generator I was using regularly on my RPGM3 games. And you can manually set the percentages. Huzzah!

-For the life of me, I am unable to stop an auto-event from running, aside from transitioning to another event. I hope event data does not use a lot of memory, because I might be using a bunch of these. Switching to another page does not seem to work either. At the end of the event on a different page, it starts running the auto-event again. Tried to switch it off using switches, but after spending a few hours trying many, many combinations, it does not seem to work.

I may have the solution. At the end of my auto-event, I would use a switch. Then, make a page condition for that switch and have nothing running on the new page. Boom, done.

When the player exits, I turn that switch off, so the auto event will run again when the player re-enters.

On a different note, I love how you can switch between map making and event creating in the menu. It saves a lot of time switching between them.